[Vorp!] Some different game modes, perhaps?

9 posts

Flag Post

I think it would be excellent if we had some sort of Capture the Flag mode. Heck, any of the staple FPS games would work in the “Vorp!” set-up with some tweaking. Capture the Flag, Wingman(five teams of two,) King of the Hill (Get in the ring and stay in it, push other people out) Capture the Leader, Team Deathmatch (JUST kills) and so on. I can easily see all of those game modes being a huge success on “Vorp!” because it lets people use the ships they already know in different ways. What “Vorp!” is lacking right now (Aside from an enormous playerbase and a more reliable matchmaking system,) is variety, and though you can always add new ships, the one game mode we have limits the way we can use those ships. Clank would be an excellent flag carrier, and Shino would be a sick flag returner. Jabber would murder in King of the Hill, and so on and so forth. Please, give it some consideration, I love this game, but it’s getting sort of stale.

Thoughts and comments on this would totally be appreciated.
Thanks for your time!
—Blue

 
Flag Post

For capture the flag, teleports should be disabled for ships holding the flag, IE; Shinobi uses ninvisible and only goes invisible, Circe only gets the energy boost from space fold, ANT warp just doesn’t work, same with deport.
Might be a good idea to have speed boosts be disabled for flag carriers, too.

 
Flag Post

Sounds good to me bun.

The main point of me posting this was because I’ve noticed a lot of people calling out for new maps, and more new ships. I only just started when Craw was released, and even though it’s still a pretty new ship people have figured out exactly what it’s role should be and how to use it most effectively. Having a new map will not really add something new to the game, but having new objectives totally will.

 
Flag Post

devs stopped putting out updates for this game 2 months ago. matchmaking needs to be fixed first.

 
Flag Post
Originally posted by BunBun2:

For capture the flag, teleports should be disabled for ships holding the flag, IE; Shinobi uses ninvisible and only goes invisible, Circe only gets the energy boost from space fold, ANT warp just doesn’t work, same with deport.
Might be a good idea to have speed boosts be disabled for flag carriers, too.

Your going to have Craw be majorly OP then. There’s a reason these ships have escape capabilities.

 
Flag Post

With other CTF games, if you teleport/boost, you drop the flag.

 
Flag Post

Most CTF games i have played were always throwing everything it had against the flag holder, exp. Slower than other players, beacon on mini-map to display position, reduced effectiveness with weapons, teleporting/speed boost abilities drop the enemy flag immediately.

With all those limitatons applied to a ‘Vorp’ CTF, i think most of the ships could be left the way they are now without having to make a massive overhaul and null abilities while holding flag or change the afterbuner/thruster speed of every ship.

 
Flag Post

How about Capture the Atom instead. The flag would be a massive chunk of atom that you need to drag to home depot on a chain, since it’s too big to fit in cargo. The player dragging the atom is slowed, but can still use all abilities(teleporting and warping snaps off the chain!)

Match lasts 15mins, and the winner is the one with most atom collected. Player scoring is same as in normal match, and there are some turrets and special shield emitters that hold up energy shields.


Another mode:

Circeball (V2)

The arena is a circular soccer field with 2 goals, one at both sides. Players will play soccer with Omen Sphere using their ships, and their loadouts which are given a special momentum effect that changes the sphere’s movement.

The central area of the arena is non-pvp zone, but the edges and goal-fronts are!

Goalkeepers
Both teams have a goalkeeper, who guard their goal and is always in the pvp zone.
Goalkeepers have greatly improved stats, but their movement area is restricted.

New goalkeeper is chosen for each period, which lasts 4:30. Between each period is a strategy meeting time of 0:30 before next period.

There are 3 periods with an additional Drop-Dead period in case of a tie.

Drop Dead
In this period, the winner is the team who scores first. The whole arena becomes a pvp zone, and deaths become permanent!(No respawning).

In case of all players dead, it’s a tie and the reward is split between teams.

 
Flag Post

Circeball sounds hard. <.<;

I’m liking the ideas though guys, and Spower, I agree that matchmaking may need some tweaking before any devs focus on separate game modes. Mostly I just wanted this to be a spitball thread on how things would work if we did have several game modes.

Akiko, I totally agree with the flagholder debuffs you were talking about, but I think even craw would have a lot of trouble moving across an entire playing field with a whole team out for him. Shinobi would be nasty in CTF, and Clank’s walls make everything way more interesting.

Kiech, you’re right about boost/teleport dropping flag, however it’d be an awesome use of Craw’s slipstream if Craw wasn’t the flagcarrier, laid it down, and helped his FC escape. In WoW when you stealth/go invulnerable/ rocket boots/ or blink you drop the flag, and people have been playing Warsong Gulch for… A decade now?

I think we’d probably need shorter respawn times, as well as secondary sorts of objectives to increase xp gain. Or maybe just more xp gain from kills. Would we keep the turrets on the field? I also think the CTF field would have to be stretched out far longer than our Vorp! arena is now.

Thanks for your feedback guys I hope we can keep this thread alive, because I’d love to see something like this implemented.